I made an animation with keyframes in Blender with a rig and exported it to a FBX. I then loaded it in into UE4 and I just saw the mesh fine (except for the materials, but that is another story.). So ...

I'm trying to import a skeletal animation using FBX SDK. I followed this article, managing to load all the needed data, but when I try to display the animation the mesh falls apart. My knowledge of ...

I'm following the formula here, I'm using LJWGL, OpenGl, OpenGex, and Blender:
I implemented the code and it works but there is a few things. First, there is a gap between the two bones, or on each ...

I am developing for mobile and to make the game run on lower spec mobiles, I was only going to import bones/rig for the main character. There are other humanoid characters in the scene which do move ...

Okay so I've been working on GPU skinning skeletal animations.
I need help assessing what is going on here. Looks like the animations are completely mirrored
What are the possible issues? I've been ...

A time has come when i had to implement an Animation to my Engine. I started with standart MD5 mesh/anim format since i find it easy to understand. I managed to implement a simple MD5 loader and i can ...

I have successfully developed a system in Qt/C++ for human musculoskeletal mocap simulations. I can run asf, amc, bvh motion capture files and can visualize the joint transformations. I even simulated ...

I tried following the "Introduction to UE4 Animation and Rigging Tools" tutorial with maya but I dislike maya and don't under stand it so I tried importing the skeleton from the "3rd Person Game with ...

We have a solid skeletal animation system in our engine. It allows to set up to three animations onto each bone and blend them seamlessly. The animation update (fetching animation matrix given current ...

So I realize the common way for animations to be done is in-place with sliding feet, then control the animation playback to coincide with the character's feet, etc. However, given a scenario such as a ...

I'm working on skeletal animation and so far I've got the skeleton drawn with interpolated animation working (just on the cpu still). I was thinking about changing my file format for my skeleton and ...

I have been trying to learn how to implement skeletal animation (skinning) from COLLADA files using ASSIMP and glm. But after a week of being stuck reading different tutorials and posts I have found ...

I'm representing a rig (skeleton) as:
A root pivot point, with a position (Vector3) and a direction (Vector 3).
A tree of bones, where each bone is a struct with a rotation (Quaternion) and a length ...

I have a problem where I'm performing an axis-angle rotation and am trying to constrain my rotations. Specifically I have a skeleton (model/mesh with rig, transforms are hierarchy parented to pelvis ...

For animations in the Collada file type. How does it store them? I'm reading them in with Assimp and I got the keys. mNumPositionKeys = 24. I made the animation and it had 24 frames. But only 2 were ...

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...

I am a programmer and brand new to the game world, trying to get a sense of what it would take to draw simple characters like you'd see in Don't Starve or indie games like that.
I have seen in their ...

I'm modding a game that uses 4x3 and 4x4 matrices to make skeletons, but I saw that an skeleton can also be made with a quaternian rotation and vector translation and scaling.
What's the difference ...

I startded to make an assimp only opengl skeletal animation demo. For that I used this: http://sourceforge.net/p/assimp/discussion/817654/thread/5462cbf5
And something is not correct in bone matrices.
...

ANSWER AT THE BOTTOM OF THIS QUESTION
I have been reading tutorials, articles, questions on StackExchange and books all with the subject of skeletal rigging. I have boiled my program down to just the ...

I have a 3D Model under 3ds Max and I'm trying to integrate a biped skeleton. But when I start to adjust the pelvis or any other bone I can't scale it.
I don't know why, and this is driving me crazy. ...

In my game I have programmed Body and Limb classes. The Body is guaranteed to have an origin in the center of its sprite. The Body class has a List of children Limbs, each with their own offset. Every ...

I'm really new to game dev / D3D. And I was looking to choose an intermediary format to work with and convert to my internally used format. Collada DAE seems to be good as it can export animation too ...

I want my character to aim with the mouse so, arms and head must move following mouse cursor and when the character is stand still it could change its stance a bit to accommodate the arms position. I ...

When creating meshes, I made a mesh class and then used that one as base model and redrew that same mesh for each instance of an object with that mesh. (For eaxmple, one rock mesh, many rock objects.) ...

I am just looking for a broad answer to this question. I am more curious about the general information rather than the specific. Also, I tried to search for this, but I think it's hard to word it so ...

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...

I'm trying to implement skeletal animation using assimp and glm. Everything seems to work, except for rotations.
This is the code I use when packing assimp data into my own engine's format. I THINK ...

I've just recently been getting to grips with Spine and Unity 2D, porting some
of my assets from different sources (SWFs, SVGs, GIFs, Canvas animations).
Whilst I'm able to reproduce a lot of what I ...

I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...

DISCLAIMER
This question has been completely rewritten to narrow the scope of the question in light of previous suggestions and answers, but the same problem still persists.
Currently I'm trying to ...